Actually, I was wrong about missions. You do still get COH-style missions where one dude orders you around, but there's also a system where you get a broker, then scan the newspaper for crap. You find things like a recent heist or a kidnapping and then find some way to make it work for you. Example!
The missions in general are snarkier, too.
Most of the NPC-based missions feel like GTA the MMO :<
TIGAR UPPERCUT
I HAVE NOTHING FURTHER TO COMMENT
My favorite watering hole ;<
TIGAR
HOOOOO
TIGAR
plop
DOOM3: ONLINE
ALL THE SODA JERKERS KNOW MY NAME :<
THUG LIFE DEAD
I am a born leader :<
Having 5 masterminds in your team, each with 2 pets, ensures that you travel with a small insurgency.
Your supergroup gets a base that you can outfit with items and generally build like a souped-up version of the Sims.
My CONTROL ROOM. I'm sitting on a database. :<
Your base can hold a workshop, a power generator, a control room, and a medical bay in addition to decorative rooms. Each of these things actually does something - The workshop lets you build new items for your base or fix current ones with salvage that you beat out of your enemies. The generator room supplies power to the rest of the base (without it, nothing really works). The control room lets your tech devices work and does some other stuff i think. The medical bay causes you to teleport back to your base when defeated instead of the town's hospital.
Every item that is not decorative can be destroyed in a base raid, so it's good to keep backup generators and capacitors online to prevent a group of jersk from running in and blowing up your hummy thing.
And now, we return to the Walker: Texas Ranger weekend marathon.